安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








- The Dwarven People followed the Nidhogs to the mountains they live now. *But all around the back of the mountain are nothing but Gryphons.* If this was changed to Nidhogs, that would make way more sense.
- The Elven People follow the Unicorn, but you can find unicorns all over. If the Unicorns was brought over to the Elven area only, it would free up space to spawn other things.
- The Human area has no real Gryphon spawns around the land, wolves, bears, are mostly there.
I think the above the broken Dredge land would be amazing for Gryphons to spawn.
- Dragon Island and the Volcano Island would be great to find most of the wyverns and Dragons too.
All of these ideas to change the spawn locations would free up TONS of land for you to manage the rest of the creatures. My main idea is to think of creature management that goes along with the Lore of the game and what would make sense. This idea would also give players the ability to tame and roam the lands looking and hunting for what they want. This idea would also give the Middle Plains area open to put BOSS Creatures safely in the game. The Plains area is already very hostile with the dark event, so nothing true would be missed.
@Razel, I like the idea but it would be such a massive undertaking to move around the spawn areas. The map is made up of grids upon grids and it would take doing nothing but adding and modifying spawns for...well, for a long while. So might have to shelve that idea for a later date or when I can find a way to make adjusting that much more efficient.
I'm also thinking to actually enjoy this it would be cool if you could add the faction-coins to the dropinventories of, say, scarabs (Saurianian), Kasha (Satyr), Overseer (Gorgon) and Dune Threshers (Nekromancer), so you can actually craft the items you unlock via quests.
I tried to spawn in the above things but there doesn't seem to be an asset for the alchemy-copper recipe, maybe you can do something in the dev kit about this.
Main issue is that harvesting crimson ore from the darkstone nodes doesn't actually progress the nekromancer-rank.
An idea about the elite-things you gotta kill for the quest and/or the bosses: The Dragon Island is pretty much useless as is, with some supercareful adjusting you should be able to have Quest-Elites spawn on Dragon Island without actually bothering anyone on the map and that way people could go through the questlines without admin support.
Would be a workaround at least till you get the ressources to spawn in the bossspawners and such.